Drgwen says:
... apologize if I am pushing back here ...
No worries at all. Always happy to chat about game design. And my words were a little crude.
Drgwen says:
... curious if I have been misconstruing my PbtA mechanics! ...
Only if it caused problems.
Drgwen says:
... I'm not so sure that's universally true. I have often played PbtA games wherein the roll occurs and the GM comes up with "a worse outcome, ...
I may have been overstating it a bit. AW and MH are not as explicit as something like
Blades in the Dark, for instance, which came later. This was always part of how Vincent runs games. Though I haven't played with Avery she does much the same from what I have seen, but remember that
Montershearts is inherently more transgression and intends to put players in situations where their characters feel out of control.
Even MH, though, says (on page 92) about MC Reactions that they need to feel "like a natural response to what was just said or a natural consequence of what was just done." For this to work, everyone needs to be on the same page before they happen. Players should not be unpleasantly surprised by the MC Reaction... Surprise is good, but "I did not think that was going to happen" is mostly a bad thing, their reaction should more along the lines of: "Wellp, that was bound to happen when I tried that."
The more a group plays together the less this comes up.
Drgwen says:
... you can choose to back down or go through with it. ...
Yes, that is part of the
Keep Your Cool Move. On a 7-9 you get the choice to not keep your cool and allow the original bad to happen, or to take the bargain the GM offered and avoid the thing that made you roll. This is a standard
Tell them the possible consequences and ask codified in the Move text.
I would expect the player to understand that their roll could, even on a 7-9, result in them being presented with a
worse outcome than what they were trying to avoid, knowing this before they roll is part of the rules.
Drgwen says:
... Apocalypse World). Nowhere does it say those options must be established before the roll. ...
I did, deliberately, add in weasel words like 'in general terms' because you don't need to know what will happen, but you need to be cognisant of the sorts of things that could happen. The player should never be confused about the fact that their choice to roll could make the situation much worse. "GM: 'If you roll to
Read a Person it will turn this peaceful conversation (even though you are having a disagreement) into a
Charged Situation, because that is part of the Move's trigger. Are you sure you want to roll?' Player: 'No! I thought we were just talking here.'" This reminds the player about the mechanics of their roll and that
nothing never happens.
As AW says on page 10:
"You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move".
I just wanted you to be aware of what a roll of Persuade could lead to, and that what you offered would not get you much of a return. Your choice to roll turned a situation where the worst that could happen was a sulky sister into a situation where the GM makes a Move, and that is a big deal. You chose to turn a sure thing into a gamble, for not much reward. :)